Topic: Simplicity of Starmada

I am big fan of starmada since maybe edition 1 or 2. I play it in about 3-5 times per year.

So for a new version of Starmada, I would wish one thing. More simplicity without sacrificing much the versatiliy of spaceship construction. Is this possible?

So why do I want this? Somehow I feel it becomes more and more complicated from one editon to the next. This I consider not very good, especially if I project this trend into the future and become aware that in some years the game becomes maybe too complex for my taste. All in all one of the reasons I loved Starmada was always the simplicity of its rule system.

So I ask: is the option to build every SF setting from Star Wars to Star Trek worth the additional page count? Or should Starmada get more "beer & pretzel" streamlining in the next edition? What do you mean?

My personal take on this is: I know in general many people think that options are ALWAYS good (according to the motto: the more is better). I am not this opinion. I think the true art of game design is in cutting out the wrong options and promoting the right options.

And of course a game should always have the credo: "Trim the Fat".

Re: Simplicity of Starmada

Okay, so let me ask you: where's the fat? What needs to be trimmed?

(I'm not being defensive -- I'd like to know.)

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Simplicity of Starmada

cricket wrote:

Okay, so let me ask you: where's the fat? What needs to be trimmed?

(I'm not being defensive -- I'd like to know.)


I am not sure if I know this exactly. My remark was just a general way a game should be designed. I mean there are many games out there which dont trim fat (many wargames too) . Starmada is possibly NOT one of those in its current edition and I would love if it stays this way and not become overly complex and burdend with rules in future editions. In contrary I would even prefer a "going back" into the beer and pretzel direction in future editions, even if this means that I cannot simulate every space opera setting out there with it. Eg. I was very content with the original setting you designed for it. Personally I would not need more and I always use it for my own games with friends.

Re: Simplicity of Starmada

Maybe a Starmada Lite module could be created, if someone wanted to have a more bare-bones system?


That way, there would be an option for those looking for a less complex (and less adaptable) system, while leaving the broader range of rules there for those who want to do more with the broader system.

Re: Simplicity of Starmada

Nerroth wrote:

Maybe a Starmada Lite module could be created, if someone wanted to have a more bare-bones system?


That way, there would be an option for those looking for a less complex (and less adaptable) system, while leaving the broader range of rules there for those who want to do more with the broader system.

To me, playing Starmada with none of fancy options (weapon options in particular) at level 0 across the board= Starmada Light. There is still a ton of flexibility and fun to be had!

Just my 2 bits.
Erik

Re: Simplicity of Starmada

I think that the barebones rules as presented in the demo download is quite simple.  Using that as a baseline everything else is optional, so the game is really only as complex as you make it.  And designing items using just the core rules and none of the options still provides for a wide array of weapons just by varying Range, ROF, Acc, PEN, and DAM.

Re: Simplicity of Starmada

Really, I don't think that Starmada can really trim anything and still remain Starmada. The game doesn't require you to play with every option. I guess I'm with everyone else when I ask, where's the fat? What is too much?

Re: Simplicity of Starmada

If you find there is too much, limit what you play with. Really seems quite easy.

Re: Simplicity of Starmada

Yes the bare bones of Starmada are without the weapon and defensive options. Nobody is forcing you to use options. You can make ships out of the basic Starmada game. That might be an idea for a game here in FL. Hmmmmmmm

Re: Simplicity of Starmada

Unless what's wanted in this thread is the strategic option?

Ie you got the fleets mapped out but no opportunity to play the battle.
Perhaps roll a D6 per 100 points. Rolling most win and each "6" blows up a ship.

Re: Simplicity of Starmada

Inari7 wrote:

Yes the bare bones of Starmada are without the weapon and defensive options. Nobody is forcing you to use options. You can make ships out of the basic Starmada game. That might be an idea for a game here in FL. Hmmmmmmm

Basic Starmada? Well it seems at least in Florida the gamers a still sane. smile

Using none or fewer of the options (for me personally and I guess for alot of other people which like more the minimalistic/easygoing side of gaming) is not really a solution. With the same argument I could play Advanced Squad Leader or any other game with an Avalon Hill premium difficulty Level of 10. And with the same argument I can say that I play ASL with just 10 german counters and 10 russians on a plain map. Do you think that I consider such an approach as fun?

Secondly my playing partners and I would have to go through all of the rules to know which of them to dump and which to use. This is time consuming and tedious.

Generally I know that games are usually undergoing a refinement but also a complexification in each new edition. There are many examples. But there is also always a point where the designers realize that their "baby" is getting too complex and noone sane can play it anymore. This is the moment when adding stuff is NOT the same like adding fun. (an example is the transition from overcomplex DnD 3.5 to easier DnD4) And I hope that Starmada Dan will realize this sooner than his designer collegues of WotC. So that we never see a 3.5 edition of Starmada.

Personally ATM Starmada is for me at the border to be unfun because of its increased stuff and complexity. I still play it with some friends sometimes but not as often as in earlier years. I also dont want to discuss which single rules to dump. This is too tedious for me and I dont want to be a starmada armchair rule designer.

Last week I played a Axis & Allies Naval Miniatures game which is similar in some aspects to Starmada (at least you have single ships and fighter squadrons). It was simple, fun and easy to play. We could learn the rules in 20-30 minutes and we used all of them and not just the basic rules. One game lasted 1,5h and we played 3 of them in a row. This I call a good gaming evening. I doubt that I would have enjoyed the evening as much if the game had more complex rules.

Re: Simplicity of Starmada

Using none or fewer of the options (for me personally and I guess for alot of other people which like more the minimalistic/easygoing side of gaming) is not really a solution. With the same argument I could play Advanced Squad Leader or any other game with an Avalon Hill premium difficulty Level of 10. And with the same argument I can say that I play ASL with just 10 german counters and 10 russians on a plain map. Do you think that I consider such an approach as fun?

I'm not seeing the connection here? You can play the "simple" Starmada rules and still have a huge fleet to command, you don't have to reduce the size of the fleet just because your using less of the optional rules.

The basic mechanics for Starmada are very simple: plot movement, roll to hit, roll to penetrate shields, roll to damage, record damage. Lather, rinse, repeat. Everything else is just a plug-in, a plug-in you can choose to use or not to use. If just looking at the plug-in makes things more complicated for you, then don't look at them.  tongue

Another thing you have to consider is that for every person who wants it simple there's going to be someone who wants more options. The approach mj12 has taken with Starmada is a great solution to keep both people happy. Use as much or as little as you want.

Finally, if you found you played more games with an earlier version of Starmada why not just play that version instead of the newest?

Re: Simplicity of Starmada

Enpeze wrote:

Last week I played a Axis & Allies Naval Miniatures game which is similar in some aspects to Starmada (at least you have single ships and fighter squadrons). It was simple, fun and easy to play. We could learn the rules in 20-30 minutes and we used all of them and not just the basic rules. One game lasted 1,5h and we played 3 of them in a row. This I call a good gaming evening. I doubt that I would have enjoyed the evening as much if the game had more complex rules.

It really sounds like you're looking for a different type of game than Starmada, rather than a simpler version of the existing game -- which, as others have pointed out, is exactly what the "essential" Starmada rules provide.

For what it's worth, I've long wondered what would happen if I went back to an earlier (simpler?) version of Starmada (version 2, perhaps) and redeveloped it along the lines of a game like A&A Naval or the tactical combat system in the Avalanche Press games... maybe one day I'll actually do that.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Simplicity of Starmada

In Florida, we basically started off allowing every weapon option and every rule to start with. Once we started actually playing, we determined which rules made the game either over-centralized on that one trait/rule, or which ones simply made the game unfun/unfair. A good example was just last week we got rid of Ignore Shields because 2.5 for always piercing is a bit ridiculous, as well as making shields practically useless.

Re: Simplicity of Starmada

Hmmm, it seems to me that if you go simpler than basic, essential Starmada AE, you are now talking about a different game entirely. If that is the case, there are other games out there that do that sort of thing. Creating a squadron or task-force scale/level of Starmada might be something Cricket could do as long as it retained it's basic Starmadaness (or would that be Starmadaosity?) in gameplay. You could blow up more stuff faster and with less detail, but with the same basic RNG-ROF-ACC-IMP-DMG mechanics (I'm thinking something like the flotilla rules extended out to cover all ships). Beyond that there are strategic level combat systems like VBAM's combat resolution system and such, but they are another creature altogether and IMO not too much fun, just book-keeping.
Cheers,
Erik

Re: Simplicity of Starmada

Listen if you like axis and allies naval then that's the game for you at this point in your life.

When we grow older our tastes change. When I was younger playing Starfleet battles was interesting and fun. Now that I am older, I think a Starfleet battles is slow and tedious. So is Starfleet battles a bad game? NO but my taste in gaming has changed.

A few years ago Starmada was fun for you, now you want a change. Your tastes have changed and you are looking at old Starmada through rose-colored glasses. I don't think this edition of Starmada is more complicated then the last. Building a starship has always been complicated if you don't use the spreadsheet. 

I don't think cricket can make the game any simpler then it is now. 

At Starmada's core are the basic weapon stats, Movement, shields, and Basic fighters. EVRYTHING else is non-essential. You don't need special traits, but they are there if you want them or to model specific science fiction series.

I like this edition of Starmada.

There many options, I don't use them all, but they are there for me if I choose too.

Re: Simplicity of Starmada

cricket wrote:
Enpeze wrote:

Last week I played a Axis & Allies Naval Miniatures game which is similar in some aspects to Starmada (at least you have single ships and fighter squadrons). It was simple, fun and easy to play. We could learn the rules in 20-30 minutes and we used all of them and not just the basic rules. One game lasted 1,5h and we played 3 of them in a row. This I call a good gaming evening. I doubt that I would have enjoyed the evening as much if the game had more complex rules.

cricket wrote:

It really sounds like you're looking for a different type of game than Starmada, rather than a simpler version of the existing game -- which, as others have pointed out, is exactly what the "essential" Starmada rules provide.

Possibly my taste of games has changed over the years and I am looking for something different. Yes. I played incredibly complex games (like ASL) for years. But now the most complex I want to play is A&A level. Even the FFG games although often promising are not good for my taste because they are NEEDLESS complex just for the sake of complexity and not because of fun.

I know that some few people think that complex = fun. Not me anymore. I was in a change of my gaming philosophy as I realized that I am not enjoying complexity anymore and that I dont know someone who really does.

Now for me the true art to design a game is to know which are rules you can cut and which you can keep without sacrificing fun. Every unnecessary rule  is devaluating the beauty of a game until it reaches a point where it is not a good and playable anymore. This happened to ASL for example. While it has a good theme, I consider it not a good game. In my youth I was in a delusional state where I believed that ASL as one of the most complex games ever designed by mankind is nothing else than a great game. I was the typical nerd without family and obligations and I spent my time in learning ASL (and other) wargame rules.

But I ignored many facts about it in those time. For example that despite constantly reading and re-reading rulesets noone (including myself of course) I ever played could freely remember the whole ruleset (not even the basic ruleset) without looking in the rulebooks several times per game. Have been my gaming partners and I dumb? I dont think so. I rather believe that constantly learning and looking after wargame rules during the game is a typical behaviour of wargamers all over the globe.

Today I think a "good" game should not enforce a gamer to do this. ASL no only has too many rules (eg half a page only for chinese bycicle drivers)  also has many unnecessary ones which are not elegant and make not much sense. Rules for rules sake.

I also deeply believe that a game which has too many options is most likely not balanced and playtested. So the more options you have in a game the more unbalanced they are in terms of rule-stacking and interconnection.  As I have only a limited amount of free time I also I dont like to learn and relearn rules all the time.

I realized this and consequently sold most of my wargame collection several years ago. I dont miss any of them.


cricket wrote:

For what it's worth, I've long wondered what would happen if I went back to an earlier (simpler?) version of Starmada (version 2, perhaps) and redeveloped it along the lines of a game like A&A Naval or the tactical combat system in the Avalanche Press games... maybe one day I'll actually do that.

Good idea. I would find it perfect if you go back to a simple streamlined and fast version of Starmada. (best would be even simpler than Version 1)  I would be the first who would buy and play such a game. In fact I am sure that this would be the starmada version I would play the most. I could even introduce such rules to casual gamers which is now hardly possible.

Re: Simplicity of Starmada

I do like the ability Starmada has to design your own ships, weapons, fighters, strikers, etc.   I play Axis & allies War At Sea often and actually have c120 miniatures from that game.  Every ship has a point value based on its size, armor(protection) and firepower.  Many have special abilities that mimic how they performed in WW2 and/or special equiptment they had, such as radar, long range guns, torpedo defense, and many more.
I guess that there could be a way to make and point ships in a simplier version of Starmada similiar to the way these A&A W@Sea ships are pointed.

Re: Simplicity of Starmada

Enpeze wrote:

Good idea. I would find it perfect if you go back to a simple streamlined and fast version of Starmada. (best would be even simpler than Version 1)  I would be the first who would buy and play such a game. In fact I am sure that this would be the starmada version I would play the most. I could even introduce such rules to casual gamers which is now hardly possible.

Not sure what you mean by simpler than version 1 -- I'm not sure it can get any simpler than that. smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Simplicity of Starmada

cricket wrote:

Not sure what you mean by simpler than version 1 -- I'm not sure it can get any simpler than that. smile

Version 0 anyone?

Re: Simplicity of Starmada

Simpler rules:

Move 1d6 hexes/inches
Shoot - < 3 hexes - short, 4-8 hexes - medium, 9-18 hexes - long
roll 1d6 hit on odd or miss on even
If Hit, target explodes.
Rinse and repeat.

lol

Re: Simplicity of Starmada

BeowulfJB wrote:

I do like the ability Starmada has to design your own ships, weapons, fighters, strikers, etc.   



I play Axis & allies War At Sea often and actually have c120 miniatures from that game.  Every ship has a point value based on its size, armor(protection) and firepower.  Many have special abilities that mimic how they performed in WW2 and/or special equiptment they had, such as radar, long range guns, torpedo defense, and many more.
I guess that there could be a way to make and point ships in a simplier version of Starmada similiar to the way these A&A W@Sea ships are pointed.


Cool idea

Re: Simplicity of Starmada

cricket wrote:
Enpeze wrote:

Good idea. I would find it perfect if you go back to a simple streamlined and fast version of Starmada. (best would be even simpler than Version 1)  I would be the first who would buy and play such a game. In fact I am sure that this would be the starmada version I would play the most. I could even introduce such rules to casual gamers which is now hardly possible.

Not sure what you mean by simpler than version 1 -- I'm not sure it can get any simpler than that. smile

With "simpler" I mean even a more streamlined version with fewer but compact rules. I cannot explain it more in detail because I am not a game designer. Possibly I find time the next days to go in detail through the rules and write something about how I mean it.

Re: Simplicity of Starmada

go0gleplex wrote:

Simpler rules:

Lessee...
1) Move 1 hex or turn 60degrees per Engine Point

2) Size classes:
...Station - Size 5
...Battleship - Size 4
...Dreadnoughts and Cruisers - Size 3
...Frigates and Destroyers - Size 2
...Fighters and Gunships - Size 1

3) To Hit - Roll 1d6, add one to die roll per 6 (or fraction thereof) hexes. Hits if roll is below or equals Signature of target

4) Ships have Hull points equal to Size Squared, each Hull point can only carry so much stuff:

...One Hull point can carry - Cargo(C), Barracks(Ba), Sick Bay(S), Repair Bay(R), Small Beam(Bs), Magazine(M)[6 large or 24 small missiles], Bridge(Br), Engine(E), Shield Gen(Sg)[gives you 6 shield points, each shield point absorbs one damage]
...Two Hull points are needed for - Heavy Beam(Bl), Gun(G), ONE launch bay for one fighter(Ftr), Small Missile Launcher(Ls), Armor(A)[one point of armor absorbs one dam]
...Four Hull points are needed for - Heavy Gun(Gh), Big Missile Launcher(Lb), Jump(J), Point Defense(Pd)[acts as a small beam against all missiles, +2 to hit missiles]

Arrange the systems in the order you want them on a single line - they are damaged in the order they are in the line...

5)Wpn Damage:

Beams ignore Armor:
- Small Beam - 1 Damage, Max range 6
- Heavy Beam - 2 Damage, Max Range 9
Guns and Missiles ignore Shields:
- Gun - 1 Damage, Max Range 3
- Heavy Gun - 3 Damage, Max Range 6
- Small Missile - 4 Damage, Max Range 9
- Big Missile - 10 Damage, Max Range 15

6) If all hull points are lost, target explodes.

Re: Simplicity of Starmada

Big Missile's seem a tad overpowered.
Other than that, looks good.